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Adding element-wise division operators to Point3_ class.
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@ -1235,6 +1235,33 @@ Point3_<_Tp>& operator *= (Point3_<_Tp>& a, double b)
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return a;
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}
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template<typename _Tp> static inline
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Point3_<_Tp>& operator /= (Point3_<_Tp>& a, int b)
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{
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a.x = saturate_cast<_Tp>(a.x / b);
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a.y = saturate_cast<_Tp>(a.y / b);
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a.z = saturate_cast<_Tp>(a.z / b);
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return a;
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}
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template<typename _Tp> static inline
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Point3_<_Tp>& operator /= (Point3_<_Tp>& a, float b)
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{
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a.x = saturate_cast<_Tp>(a.x / b);
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a.y = saturate_cast<_Tp>(a.y / b);
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a.z = saturate_cast<_Tp>(a.z / b);
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return a;
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}
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template<typename _Tp> static inline
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Point3_<_Tp>& operator /= (Point3_<_Tp>& a, double b)
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{
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a.x = saturate_cast<_Tp>(a.x / b);
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a.y = saturate_cast<_Tp>(a.y / b);
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a.z = saturate_cast<_Tp>(a.z / b);
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return a;
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}
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template<typename _Tp> static inline
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double norm(const Point3_<_Tp>& pt)
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{
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@ -1320,6 +1347,30 @@ Matx<_Tp, 4, 1> operator * (const Matx<_Tp, 4, 4>& a, const Point3_<_Tp>& b)
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return a * Matx<_Tp, 4, 1>(b.x, b.y, b.z, 1);
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}
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template<typename _Tp> static inline
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Point3_<_Tp> operator / (const Point3_<_Tp>& a, int b)
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{
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Point3_<_Tp> tmp(a);
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tmp /= b;
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return tmp;
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}
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template<typename _Tp> static inline
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Point3_<_Tp> operator / (const Point3_<_Tp>& a, float b)
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{
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Point3_<_Tp> tmp(a);
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tmp /= b;
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return tmp;
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}
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template<typename _Tp> static inline
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Point3_<_Tp> operator / (const Point3_<_Tp>& a, double b)
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{
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Point3_<_Tp> tmp(a);
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tmp /= b;
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return tmp;
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}
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////////////////////////////////// Size /////////////////////////////////
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